• Title/Summary/Keyword: Visual

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Effect of Step Height and Visual Feedback on the Lower Limb Kinematics Before and After Landing

  • Jangwhon Yoon
    • Physical Therapy Korea
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    • v.31 no.1
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    • pp.29-39
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    • 2024
  • Background: Landing from a step or stairs is a basic motor skill but high incidence of lateral ankle sprain has been reported during landing with inverted foot. Objects: This study aimed to investigate the effect of landing height and visual feedback on the kinematics of landing and supporting lower limbs before and after the touch down and the ground reaction force(GRF)s. Methods: Eighteen healthy females were voluntarily participated in landing from the lower (20 cm) and the higher (40 cm) steps with and without visual feedback. To minimize the time to plan the movement, the landing side was randomly announced as a starting signal. Effects of the step height, the visual feedback, or the interaction on the landing duration, the kinematic variables and the GRFs at each landing event point were analyzed. Results: With eyes blindfolded, the knee flexion and ankle dorsiflexion on landing side significantly decreased before and after the touch down. However, there was no significant effect of landing height on the anticipatory kinematics on the landing side. After the touch down, the landings from the higher step increased the knee flexion and ankle dorsiflexion on both landing and supporting sides. From the higher steps, the vertical GRF, anterior GRF, and lateral GRF increased. No interaction between step height and visual feedback was significant. Conclusion: Step height and visual feedback affected the landing limb kinematics independently. Visual feedback affected on the landing side while step height altered the supporting side prior to the touch down. After the touch down, the step height had greater influence on the lower limb kinematics and the GRFs than the visual feedback. Findings of this study can contribute to understanding of the injury mechanisms and preventing the lateral ankle sprain.

A Study on Characteristics of the Visual Perception of Atypical and typical Space in Houses (비정형과 정형 주거공간의 시지각적 특성에 관한 연구)

  • Lee, Sang-Hwa
    • Journal of the Korean housing association
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    • v.18 no.3
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    • pp.81-89
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    • 2007
  • This study is aimed at understanding objectively on the visual perception of atypical space and form in contemporary architecture. It is accomplished to compose the various form and the atypical space in contemporary architecture, which by means of applying digital technology to architecture is able to materialize complicated form and space. Therefore this the sis is needed to understand user's senses and affects in atypical space and form. Atypical space is able to interpret geometrically and analyze quantitatively into visual perception. This analysis is applied to Isovist used as quantitative analysis recently, and physical analysis of space used as quantitative analysis defined to vertical elements, which is analysed comparatively to visual perception in observer's point and characteristics in spatial elements. Examples are selected to four examples represented to typical and atypical space in contemporary houses. As examples are analysed to visual perception of spatial character, this study is intended to understand to spatial character in aspects of spatial composition and observer's visual perception. In results of perceptive analysis on four spatial examples, Atypical spaces are composed of changeable spatiality, which are composed changeably of the relational method with adjacent spaces. Also, typical spaces are composed monotonously of spatiality and relational method on control of the length in boundary plane and openness.

Artificial Vision : Electrical Stimulation of the Visual Cortex (뇌세포의 전기자극에 의한 맹인의 시감각 회복에 관한 연구)

  • Cha, Ki-Chul
    • Proceedings of the KOSOMBE Conference
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    • v.1991 no.05
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    • pp.28-30
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    • 1991
  • A visual prosthesis for the blind based upon electrical stimulation of the visual cortex requires the development of an array of electrodes. To establish design specifications for such an electrode array, we have conducted psychophysical experiments with normally sighted subjects wearing a portable 'phosphene' simulator. The simulator consists of a small video camera, a monitor masked by an opaque perforated film, and optical lenses. The visual angle subtended by the masked monitor is $1.7^{\circ}$ or less. We measured visual acuity and reading rate as a function of the number of pixels and their spacing. Our results indicate that a phosphene image produced by 600 electrodes implanted in a $1\;cm^2$, area near the foveal projection on the visual cortex should provide a limited but useful visual sense for the profoundly blind.

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The Study of Visual Acuity Change in Elementary School (초등학교 아동의 시력변화에 대한 연구)

  • Lee, Hak Jun
    • Journal of Korean Ophthalmic Optics Society
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    • v.7 no.2
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    • pp.217-221
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    • 2002
  • After we compared the Unaided visual acuity and the Corrected visual acuity who were wearing spectacles, all over elementary school in Iksan, we could get conclusions like these. 1. The grades are getting higher, there are more who are 0.6 unaided visual acuity, and getting higher Corrected who were wearing spectacles. 2. There are 30% who have to change their wearing spectacles. 3. Higher grade separated into good or worth visual acuity then lower grade. 4. When the first grade grow up third grade, change of unaided visual acuity increased at 0.2, decreased 0.7 and 1.0, but the case of fourth grade becomes sixth grade shown a little changes unaided visual acuity.

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The Effect of Visual Cue Deprivation for the Head Alignment on Unilateral Neglect Patient: Case Report (편측 무시 환자에서 시각 정보 차단이 머리 위치 정렬에 미치는 영향: 사례 연구)

  • Chang, Jong-Sung;Park, Jung-Mi;Lee, Mi-Young
    • Journal of the Korean Society of Physical Medicine
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    • v.8 no.3
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    • pp.337-342
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    • 2013
  • PURPOSE: The Unilateral neglect is characterized by difficulty shifting attention to the side of space opposite the brain lesion and frequently reducing use of contralesional extremities. This study was to identify whether the visual deprivation was responsible for head position on unilateral neglect patient after stroke. METHODS: A patient with left middle cerebral artery infarction participated in the study. We assessed neglect using line bisection and star cancellation test. Patient was instructed to maintain correct alignment of trunk and head in a sit position. We evaluated degree of head lateral tilting and rotation. Then, patient was blocked visual input. Also, we evaluated head position in the same way. RESULTS: He scored 3 points in the line bisection test and 9 points star cancellation test. In postural evaluation, he had deviated posture such as lateral head tilting and rotation. After visual cue deprivation, patient showed different head position which was decreased degree of head tilting and rotation. CONCLUSION: For vertical body orientation, it was used multiple sensory references including the vestibular, somatosensory, and visual system. This finding suggested that abnormal posture of neglect patient could be related to the visual input. It has important clinical implications in terms of understanding the neglect.

Visual Attention Model Based on Particle Filter

  • Liu, Long;Wei, Wei;Li, Xianli;Pan, Yafeng;Song, Houbing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.8
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    • pp.3791-3805
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    • 2016
  • The visual attention mechanism includes 2 attention models, the bottom-up (B-U) and the top-down (T-D), the physiology of which have not yet been accurately described. In this paper, the visual attention mechanism is regarded as a Bayesian fusion process, and a visual attention model based on particle filter is proposed. Under certain particular assumed conditions, a calculation formula of Bayesian posterior probability is deduced. The visual attention fusion process based on the particle filter is realized through importance sampling, particle weight updating, and resampling, and visual attention is finally determined by the particle distribution state. The test results of multigroup images show that the calculation result of this model has better subjective and objective effects than that of other models.

The Effects of Driving Rehabilitation Functional Training on Visual Perception and Driving Reaction Velocity (운전시뮬레이터 훈련이 시 지각 및 운전 반응 속도에 미치는 효과)

  • Lee, Jungsook;Kim, Sungwon
    • Journal of The Korean Society of Integrative Medicine
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    • v.5 no.4
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    • pp.77-81
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    • 2017
  • Purpose : This study examined the effects of driving rehabilitation functional training on visual perception ability and driving reaction velocity. Those subjects were put under MVPT-3 test to see their visual perceptual functions before and after the 4weeks' driving rehabilitation function training and then put to TMT A-type test to see their driving reaction velocity performance. The followings are the results of this study. Methods : Using a driving simulator, driving rehabilitation functional training was performed targeting men and women aged in 20s 20 minutes per time, two times per week, for a month. Results : As for the change in visual perception, the Raw Score of MVPT-3 very significantly increased (p<.01), and the Standard Score also very significantly increased (p<.01). As for the change in reaction velocity, TMT A-type very significantly decreased (p<.01), and TMT B-type also very significantly decreased (p<.01). Conclusion : It could be found that driving rehabilitation functional training should be effective for both visual perception and reaction velocity. Consequently, the driving rehabilitation function training can be applied to clinics as training method for functional recovery and improvement of visual perceptual functions and driving reaction velocity performance ability of the patients. Thus, various functional programs should be studied in the future.

A Study on the 21stCentury Digital Visuality Through Lacan's Notion of the Real Gaze - From an Aspect of Digital Frame Expension - (라깡의 시선도해를 통해서 본 21세기 디지털 시각성 변화 연구 - 디지털 프레임 확장의 관점에서 -)

  • Lim, Sang Guk;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.21 no.5
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    • pp.638-647
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    • 2018
  • This study aimed to identify visuality changes in the $21^{st}century$ digital visual media art through the expension of digital frames based on visuality represented by Cartesian perspectivalism in the modern age. The visuality of perspective, camera obscura and panorama, which are called modern visual systems, was analyzed to illustrate each characteristic from a viewpoint of a seeing subject. These characteristics of the visual systems were restructured to meet the visuality of the digital era through the illustrations of Lacan's gaze. In addition, the characteristics of frames found in the $21^{st}century$ digital visual media art were identified, and they were categorized into and illustrated from physical, convergent and interactional viewpoints. The outcomes were classified into the $21^{st}century$ digital frame types, and new $21^{st}$century digital visual illustrations were suggested based on the results.

A Study of Display Sampling and Visual Momentum (디스플레이 표집과 시각타성에 관한 연구)

  • Yang, Lee-Gha
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.39-48
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    • 2007
  • This study explored the Eye Movement, the horizontal and vertical flow of vision, and genetic, cultural and empirical schema, and the differentiation of the visual system of the cerebrum through the engineering psychological or the cognitive neuroscientific experiments measuring Eye Movement to maximize the efficiency of the Public Sign System in the urban environment. Accordingly, the study derived an algorithm that can bring out the most efficient visual design measurement by using EMR test and bitmap counting method. The scientific test data in this study will show the existence of the momentum of differentiation and visual sampling by the Schema and Sensory Qualia of the human.

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A Study of Multi-scenario in Visual Novel (비주얼 노블 멀티 시나리오 분석)

  • Lee, So-Hee
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.59-68
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    • 2018
  • A visual novel, a type of digital content combining novel and game, was designed as hypermedia which includes various media, for instance, image, sound, and video. The narrative of visual novel contains multimedia elements and highlights multi-scenario structures based on hypertext. Prior to creating visual novel scenario, a writer should thoroughly consider two main points. First of all, the scenario should cover the multimedia features of visual novel. Secondly, the scenario should be structured as a multi-scenario providing with performativity to players for interaction with readers. This study examines the influence of changes in platforms on visual novel scenario adjusted to mobile environment. It would provide an opportunity to understand how storytelling changes and adapts to rapid transformation of digital media contents.